Hello,
We are looking for 2D Artists who are capable of producing sprites for our game.
Our project is a medieval-themed sidescroller game with some RPG and survival elements and is primarily targeted for the mobile & PC platforms. It's currently in the pre-development stage and we're designing multiple aspects of the game and hiring additional staff to assist us with various assigments.
As a 2D Artist, you will be asked to design and produce some of the following:
- Environment & objects (medieval forests, castles, buildings, etc.)
- Characters (knights, soldiers, animals, etc. along with their animations)
- UI elements
- Concept art
Preferred Requirements:
- Understanding of English on at least an intermediate level (B1+)
- Basic experience with producing digital video game art
- Passion & Dedication
All staff will be compensated for their work with a certain percentage of the game revenue.
To apply send an email to: careers@mind-inspired.info
Attach links to your porftolio/resume (if you have any).
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2D Artist for a medieval-themed sidescroller
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Deus Vult - Arena by OmicronStudio
Deus Vult - Arena is an Action Adventure and TPS with Stealth elements and a combat system based on the tactical ability and quick reflexes of the player.
Deys Vult - Arena is the realization of a dream born playing the great masterpieces of our childhood like 'Soul Reaver', 'Metal Gear Solid', 'Doom' and a little touch of 'The Legend Of Zelda'
The beating heart of the DVA experience is the dualism of its gameplay. The Main Characters will be 2; Lulu and Minocar, trapped in an indissoluble link! They will need each others to proceed in the adventure. With Lulu we will face the phases of Exploration, Stealth, Puzzle. And transformed in Minocar we will take on the Arenas! Making our way through hordes of enemies with viciousness, tearing and absorbing their spirits to increase our power.
We will move our first steps impersonating Lulu, a spirit with a dark past that doesnt have any memories or consciousness of who he is or why he is there. Then we will meet Minocar, a mysterious talking skull with an axe stuck in his cranium, to whom Lulu will speak as his master.
The story of DVA starts in Lythra, a place devastated by a supernatural catacylsm and populated by hostile creatures and deadly traps! The players goal will be to escape Lythra, to do so he will need to explore every corner of his prison, following the clues that Minocar will give him and learning to make use of his immense power!
Lythra is an infernal dimension twisted by a supernatural cataclysm, the player will discover what really happened through clues scattered around the map, and talking with the Pure Spirits and with Minocar during the course of the adventure.
Deus Vult-Arena is a game with a persistent world, thoroughly walkable from one end to the other without interruptions, the map in its actual state has 6 dungeons linked with various shortcuts and secret passages between one area and the other, in every dungeon there are many arenas and secret zones, only accessible through solving of ambiental puzzles or looting specific items:
Minocar and Lulu togheter will be able to acquire a physical body:
The main goal of the combat system of Deus Vult - Arena is to increase our power through absorption of the enemies spirits! To do so, the player will have first of all to destroy the physical body of the enemy, making his spirit vulnerable and allowing us to break it and absorb the fragments of his spirit to become stronger:
But destroying and absorbing wont be so easy, because the enemy spirits, once deprived of their body will immediately look for a way to reincarnate themself:
The same fate will await the player if he is defeated while fighting in the form of Minocar We will lose Minocar's skull that will remain on the point of our death and we will have to retrieve it
Once back in the form of Lulu we will be defensless against most enemies, but also invisible to them, however, right when we will lose our physical form the Guardian Eyes will descend from the sky to hunt us down The Eyes will be able to see Lulu and once spotted they will make him visible to all other enemies, putting us at risk of GameOver
We will have many ways at our disposal to deny and trick the Guardian Eyes
The level design of DVA makes so that there will be places that Minocar will be able to reach only in the form of Lulu. So we will have to use our wit to find the best way to access areas inaccessible to physical beings.
Many riddles will require the combined use of both Lulu and Minocar:
Combat System When we will be in our Minocar form we will have at our disposal alot of abilities, many of which will be unlocked with the increase of our power:
In the form of Minocar we will be able to change the elemental state instantaneously at every time, each elemental state will change the preset of all of our moves, giving life to brutal and kickass combos At the peak of his power Minocar will have 4 elemental states Primigenial, Fervor, Gelu, Fulgur:
Minocar will be able to summon various weapons depending on his state and the used attack, from a fearsome Spiked Mace to a devastating Arquebus
In the game there will be NPCs called the Pure Spirits, they will be hidden in various locations of the game world and will spawn when we kill certain enemies There are two ways to interact with the Pure Spirits: talk to them, or absorb them! It will be possible to talk with the Pure Spirits only in the form of LuLu and if Minocar is not present, they will give insight about the history of Lythra and what happened to its inhabitants... Talking with a Pure Spirit will make us lose affinity with Minocar, if, otherwise, we will absorb them; we will gain affinity points that can be used to unlock new abilities!
Do us many questions and tell us your impressions!
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Simulating the event of arrival.
Currently, I create a thread, and give it an amount of time to sleep, wake up and alert the game object.
Don't think it's efficient, or I just use a timer, in win32, like the SetTimer() API, good to go if I choose a timer?
Thanks
Jack
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Multiplayer mobile games: P2P or client-server?
Hi,
I want to build a multiplayer (2-3 players) mobile game.
I'd like to know what is the most common architecture for this kind of games:
1. P2P : Players mobile devices communicate without a server's help.
2. Server-Client: Clients do not communicate directly with each other, but send each move they do to the server.
How do most mobile games do it?
thanks
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Any other good paying careers besides tech you'd recommend?
Not to be negative, but I am seriously considering leaving the IT/tech industry. Largely because I haven't been able to find stability ever since I've started 7 years ago. The constant hassle of companies only wanting to hire people through contracting, then suddenly lay you off for whatever reason has constantly put me in a bad situation. Even worse, I've never had a contract go it's full duration. No, not once. I'm constantly told, "you should seek permanent employment", but companies are not often hiring for fulltime. Others recommend startups, but my experience there is far worse than what I experience at gargantuan companies like Microsoft or Amazon. The interviewing process for many of these positions is either broken or poorly executed, making finding a new position nearly impossible. Sometimes I'm out of work for 2 months at a time, and the last period was 7-8 months. I have a job now, but it manual QA plus it doesn't even pay the bare minimum of my expenses, back rent, debts, and so on. I only took it because I can't get anything else right now. This industry hasn't been very good to me. If I'm going from making $XXX a day/year for X number of months, then getting the boot suddenly all the time, what is the point if there's no stability? How wonderful does it sound being employed at Microsoft, yet homeless at the same time??
I've heard others consider and say the exact same things. Lastly, it's easy to say "be positive" when NONE of the above is happening to you...
So I'm asking if there's other career paths that some of you have taken that still pay a good living? As much as I hate to say it, I might even go back to school for it if necessary. To be honest, I don't know much else career wise and this is what I have the most experience in, so I'll likely be seen as a (former) dev/SDET for life so I don't know if I can even get out of tech if I seriously consider leaving. As usual, this sucks. Any ideas? Thanks.
Shogun
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Single Page View
Does the current software allow for threads to be displayed on a single page? I couldn't find any settings at all for posts per page, let alone single page.
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How to save cooked geometry data in PhysX?
In PhysX 3.3.4, convexmesh\trianglemesh\heightfield should be cooked before use, and they could be cooked offline or at runtime.
According to Geometry, we can cook a geometry in two manners:
offline manner by streaming
PxDefaultMemoryOutputStream writeBuffer;
cooking.cookTriangleMesh(someDescription, writeBuffer);
PxDefaultMemoryInputData readBuffer(writeBuffer.getData(), writeBuffer.getSize());
PxTriangleMesh* aTriangleMesh = physics.createTriangleMesh(readBuffer);
or runtime manner by cook api
PxTriangleMesh* aTriangleMesh = theCooking->createTriangleMesh(meshDesc, thePhysics->getPhysicsInsertionCallback());
I should use the offline manner to achieve the best performance. I read the source code of PhysX and found them identical, except for an extra stream in offline manner containing data generated at cook time. So to speed up performance, should I save the stream to disk and recovery the cooked data at runtime to make cook actually "offline"?However, Serialization says that
So the stream generated in the offline cook manner should not be stored at disk. If that is the case, what does the redundancy stream for?If I use the PhysX binary serialization mechanism, how to make the cook procedure offline and achieve the best performance?
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Gold Fish Casino Slots Theme
Hey all!
Here's my new lobby theme for the updated version of Gold Fish Casino Slots. I hope you enjoy it and feedback, like always, is more than welcomed!
Thanks,
Nate
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IBL Diffuse wrong color
https://tse3.mm.bing.net/th?id=OIP.fCJwPm8kAFQIdWH9AZ7lWQEsDI&pid=15.1&P=0&w=251&h=168
First, I'm using standard RGB8 textures for my skybox, not HDR. If I use a skybox with an image like above, downsampling it simply gives me a blue tint down my mip map chain. For PBR rougher surfaces, they all just look blue tinted when they shouldn't be.
I was thinking maybe this was because of using LDR textures where the brighter pixels would spread further, and thus making the downsamples brighter. I would think that the clouds wouldn't be so bright to overcome downsampling more to white even as HDR, but maybe that is wrong. Even in a very cloudy day with minimal sun and blue sky, I would think even with HDR that it would just downsample to blue, but it depends on how many bright pixels are clustered and how high their range is.
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Simple Crossword Puzzle Game
Hi guys, I'm trying to make a crossword puzzle game for practice.
Sorry but I've no idea on where to start.
It should be basic game where the user must enter the word in the correct place and nothing else. (I am sure you know how to play crosswords!)
I have to export it to Android and (if possible) to iOS.
What engine would I want use?
I thought to use Unity in order to develop it but I'm not very good with it (and, honestly, I don't like it that much)
How is Unreal Engine 4 with Basic 2D Games like this one? If I could use UE4 it would be better because I know more C++ than C#.
I also thought about making this app with a "basic" IDE such as Android Studio (and) xCode but I would have to do the work twice and I want to avoid that if possible.
Does anyone know if there is a library or something useful for making crossword games?
Thank you very much for the answers and have a nice day!
I apologize for the bad English but I'm not American/English.
Edoardo
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GitHub and GitHub Desktop Getting Ready for Code Review
Hello everyone. Trying to get GitHub working and couldn't find a forum.
I have uploaded all my code and set up the my GitHub Desktop. The Desktop has all my code in a nice format that would be fine for a code project review. However, although the download zipped code seems to work from the server and the GitHub Desktop setup has allowed me to use my repository, I cannot get any sample code to download into the GitHub Desktop when the button or display icon is pressed on the GitHub server.
Upon press of the button it asks if I would like to:
Open URL:x-githun-client or not.
I try both and they do not download into my GitHub Desktop. I left an email for them and they have not responded.
The code seems viewable on the site and it can zip download, but I was hoping that gamedev.net users could use their GitHub Desktop because it is a little nicer to look at/ understand.
What I have now is a GitHub address with my files on it. Is it me, and will you all use GitHub Desktop just fine on the site?
What am I doing wrong?
And there doesn't seem to be any need for a password for you all?
I know this isn't a forum for GitHub, but as it was mentioned on gamedev.net so I thought perhaps I could get the answers here.
Thank you and sincerely,
Josheir
I'm using Chocolate-Covered Yaks (3.3.4.0) 50415df
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Game server & memory scalability
I'm working on a server-authoritative multiplayer game that procedurally generates large levels with a square grid that represents the level's walkable space. The grid is fairly high resolution, it uses up about 20-40mb of memory per level. My concern is scalability, if I have 500 players on a single machine in their own unique levels that's ~20gb of square grids the server has to keep around in memory. Is this going to raise any concerns that I should be thinking about right now?
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Visual Novel Engine
This is a Visual Novel Engine.
Its FREE.
It supports Android, Linux, and Windows. This engine allows you to create Visual Novels without programming knowledge.
Its capable of north/east/south/west orientation, and have a simple bult-in battle system with attack, HP, and escape (teleport) system. The engine is capable of item handling and room teleporting.To make a game, you have to do a directory for every room (map), then copy the background in, and create a text file to describe the room with text. You need an apk editor to change the files in theAndroid package. By default, it contains a minigame to show you the things.
-It supports the most common image and sound formats (jpg, png, wav, ogg).
-room (map) based movement
-jpg and png backgrounds
-hero avatar
-It supports battle system with escape system (also good for creating custom dialogs) including HP management
-enemy avatar
-ogg and was music play as background music per rooms and battles
-teleportation
-item usage, and item existence based teleportation
-gameover/happy game-end
-linux, and windows executables
-android apk (you must edit the files into it),
-its free.
download: http://VisualNovelEngine.tk
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How do I stop something I call "Story Crowding"?
Hello. Currently, I'm working on my first game. I want it to be a 3D (I know, it sounds insane) horror trilogy. I'm currently working with Blitz3D. However, it isn't the software I want to talk about, but more of the story (I have acquired quite a bit of 3D knowledge). You see, I've been trying to focus on a story, however, I'm unintentionally crowding myself with too many ideas. I'm thinking of putting everything into separate chapters, but I'm still getting crowded by ideas. I'm also trying to avoid cliche. I want my game to be something similar to SCP: Containment Breach, but still be original. Any suggestions?
Thanks in advance,
P1TCH3R
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Help with Quaternion Based Mouse Movement (FPS Camera)
Hi there!
I'm really struggling here trying to wrap my brain around these different kinds of math involving Quaternions, Matrices, Vectors and whatnot. But right now, I'm just trying to create an FPS style camera using Quaternions. I'm using GLM as my math library with OpenGL. Don't let the naming in the code I show fool you, as I just can't stand the abbreviated vec3, quat, mat4, and whatnot, so I'm typedeffing them.
Right now I seem to have mouse rotation mostly working, but the more I move the mouse, the more it seems like the triangle on the screen, rolls. I am normalizing the Quaternion, so I'm not sure what's going on here. All the places I've looked about mouse input seemed to have a lot of spaghetti looking code, so I don't know if I'm doing this quite right. Translating mouse delta values to rotations isn't quite clear to me.
This is the triangle before I move the mouse:
And here it is after I move the mouse around a little bit:
Now to dive in the code. This is currently my Camera's update function
void Camera::Update()
{
if ( g_pInput->IsButtonPressed( "Forward" ) )
{
SetPosition( GetPosition() + m_vForward * 0.01f * g_pEngine->GetDeltaTime() );
}
else if ( g_pInput->IsButtonPressed( "Backward" ) )
{
SetPosition( GetPosition() + -m_vForward * 0.01f * g_pEngine->GetDeltaTime() );
}
if ( g_pInput->IsButtonPressed( "Left" ) )
{
Vector3f m_vLeft = glm::cross( m_vUp, m_vForward );
SetPosition( GetPosition() + m_vLeft * 0.01f * g_pEngine->GetDeltaTime() );
}
else if ( g_pInput->IsButtonPressed( "Right" ) )
{
Vector3f m_vRight = glm::cross( m_vForward, m_vUp );
SetPosition( GetPosition() + m_vRight * 0.01f * g_pEngine->GetDeltaTime() );
}
m_flFrameYaw = 0.02f * g_pInput->GetMouseDeltaX() * g_pEngine->GetDeltaTime();
m_flFramePitch = 0.02f * g_pInput->GetMouseDeltaY() * g_pEngine->GetDeltaTime();
Quaternion qFrame = Quaternion( Vector3f( m_flFramePitch, m_flFrameYaw, m_flFrameRoll ) );
m_flFramePitch = 0.0f;
m_flFrameYaw = 0.0f;
m_flFrameRoll = 0.0f;
m_qRotation = qFrame * m_qRotation;
m_qRotation = glm::normalize( m_qRotation );
Matrix4f mat4Rotate = glm::toMat4( m_qRotation );
Matrix4f mat4Translate = glm::translate( GetPosition() );
m_mat4ViewMatrix = mat4Rotate * mat4Translate;
}
My input code at the start of the function is a bit old as I was just using glm's lookat function before, but now I want update my position based on the Quaternion rotation. So one of my questions is, how do I translate the Quaternion rotation into a Vector representing a direction? I'm guessing that's what I want to do so when I press the "forward" button I move some amount + a forward direction Vector.
My other question is am I doing the mouse rotation wrong?
For the sake of transparency, here's my Input class definitions, the relevant part being the Update()
Input::Input()
{
m_pCurrentKeyboardState = nullptr;
m_pOldKeyboardState = nullptr;
}
Input::~Input()
{
if ( m_pCurrentKeyboardState )
delete m_pOldKeyboardState;
}
bool Input::Init()
{
m_pCurrentKeyboardState = SDL_GetKeyboardState( &m_iNumKeys );
m_pOldKeyboardState = new Uint8[ m_iNumKeys ];
// TODO: Create config file with dynamic button mapping
m_mapButtons[ "Forward" ] = SDL_SCANCODE_W;
m_mapButtons[ "Backward" ] = SDL_SCANCODE_S;
m_mapButtons[ "Left" ] = SDL_SCANCODE_A;
m_mapButtons[ "Right" ] = SDL_SCANCODE_D;
m_mapButtons[ "Jump" ] = SDL_SCANCODE_SPACE;
m_mapButtons[ "Quit" ] = SDL_SCANCODE_ESCAPE;
m_mapButtons[ "TurnLeft" ] = SDL_SCANCODE_LEFT;
m_mapButtons[ "TurnRight" ] = SDL_SCANCODE_RIGHT;
return true;
}
// May want to do checks to see if a button name is valid
bool Input::IsButtonPressed( const std::string &strButtonName )
{
return ( m_pCurrentKeyboardState[ m_mapButtons[ strButtonName ] ] == 1 );
}
bool Input::IsButtonReleased( const std::string &strButtonName )
{
return !IsButtonPressed( strButtonName );
}
bool Input::IsButtonJustPressed( const std::string &strButtonName )
{
return ( m_pCurrentKeyboardState[ m_mapButtons[ strButtonName ] ] == 1 && m_pOldKeyboardState[ m_mapButtons[ strButtonName ] ] == 0 );
}
bool Input::IsButtonJustReleased( const std::string &strButtonName )
{
return ( m_pCurrentKeyboardState[ m_mapButtons[ strButtonName ] ] == 0 && m_pOldKeyboardState[ m_mapButtons[ strButtonName ] ] == 1 );
}
void Input::Update()
{
m_flMouseDeltaX = 0.0f;
m_flMouseDeltaY = 0.0f;
// Note: We allocate the old keyboard state in the Init function
// Also no need to call SDL_GetKeyboardState as the state ponter is updated when events are processed, hence SDL_PumpEvents()
std::memcpy( m_pOldKeyboardState, m_pCurrentKeyboardState, sizeof( Uint8 ) * m_iNumKeys );
SDL_PumpEvents();
while ( SDL_PollEvent( &m_event ) )
{
switch ( m_event.type )
{
case SDL_MOUSEMOTION:
m_flMouseDeltaX = ( float ) m_event.motion.xrel;
m_flMouseDeltaY = ( float ) m_event.motion.yrel;
break;
}
}
}
As you can see I'm using SDL, SDL 2.0.5 to be exact. Ideally I would like to calculate the mouse delta values without polling events like that, but whatever works I guess.
Lastly, I think it's worth mentioning how I compute the model matrix. This is currently done using Vectors, but I would like to do it with Quaternions for consistency sake.
inline Matrix4f GetModelMatrix() const
{
Matrix4f posMatrix = glm::translate( m_vPosition );
Matrix4f rotXMatrix = glm::rotate( m_vRotation.x, Vector3f( 1.0f, 0.0f, 0.0f ) );
Matrix4f rotYMatrix = glm::rotate( m_vRotation.y, Vector3f( 0.0f, 1.0f, 0.0f ) );
Matrix4f rotZMatrix = glm::rotate( m_vRotation.z, Vector3f( 0.0f, 0.0f, 1.0f ) );
Matrix4f scaleMatrix = glm::scale( m_vScale );
Matrix4f rotMatrix = rotZMatrix * rotYMatrix * rotXMatrix;
return posMatrix * rotMatrix * scaleMatrix;
}
I've already thrown a lot of code up, so I guess I'll leave it at that for now. If there's nothing that anybody finds particularly wrong, I can show stuff like the shader code and whatnot. However I'm sure that's okay.
Any help is greatly appreciated though.
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I gave a talk on VR Design secrets
I gave this talk yesterday evening at a VR meetup in Bellevue, Washington. It starts at about 3:00 min and runs for about 50 minutes.
I've also included my powerpoint slide deck in case anyone is interested in downloading it and following along.
Virtual_Reality_Design_Secrets.pptx
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2nd Code Review, Please - Asteroids
Hello everyone, this is my project up for it's second code review. It's Asteroids and it's on GitHub. If you can, please help me with your criticism. I really appreciate it!
https://github.com/Joshei/asteroid-project
Thank you,
Josheir
@Joshei
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Messging problem...
Your inbox is full. You must delete some messages before you can send any more.
I have one message only with one sentence and it's full, please fix it... also fix forums button, sometimes it bugs out, you can't select anything except all forums button
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Week of Awesome V
Week of awesome V contest! administration thread:
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Engines, Arts, and other Tools in the Steam Summer Sale
The Steam Summer Sale kicked off this week, and while we might using the 50% discounts in our wishlists it's worth noting some of the deep software discounts of interest to game developers. If you've been thinking about purchasing some tools for game development this might be a good time to stock up.
Here's our picks with prices and discounts listed (all prices in USD).
Engines and "Game Builders"
001 Game Creator - $29.99 (50%)
AppGameKit - $31.99 (60%)
AppGameKit VR - $20.99 (30%)
Axis Game Factory - $3.99 (80%)
Clickteam Fusion 2.5 - $49.99 (50%)
Clickteam Fusion 2.5 Developer Upgrade - $209.99 (30%)
CopperCube 5 Game Engine - $18.74 (75%)
GameGuru Unlimited - $82.52 (60%)
Game Maker Studio 2 - $79.99 (20%)
Leadwerks Game Engine - $19.99 (80%)
RPG Maker MV - $29.99 (65%)
RPG Maker VX Ace - $13.99 (80%)
S2 Engine HD - $9.99 (50%)
Smile Game Builder - $23.99 (70%)
Visual Arts
Aseprite - $11.99 (20%)
Bitmap2Material 3 - $65.99 (34%)
Black Ink - $47.99 (20%)
Card Creator - $17.99 (10%)
FaceRig - $7.49 (50%)
Marmoset Hexels 2 - $19.00 (50%)
Marmoset Toolbag 3 - $141.75 (25%)
Marvelous Designer 6.5 - $192.00 (40%)
Raiseland - $27.99 (30%)
Qubicle Voxel Editor - $15.99 (20%)
Shadron - $13.99 (30%)
ShaderTool - $20.99 (30%)
Substance Pack Indie - $197.97 (51%)
Substance Painter 2 - $98.99 (34%)
Substance Designer 6 - $98.99 (34%)
Other
articy: draft 3 - $79.99 (20%)
Double Fine Adventure - $1.99 (90%)
Indie Game The Movie Bundle- $8.19 (73%)
Nimble - $7.49 (25%)
Stage of Development: Indie City Season 1 - $2.95 (70%)
Surviving Indie - $0.99 (50%)
Tyrano Builder Visual Novel Studio - $9.89 (34%)
GameDev.net is not affiliated with Steam/Valve and does not receive payment for items purchased through the links above.
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